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Work In Progress: Rendering and animation Show off your projects you are working on

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  #21 (permalink)  
Old 04-10-2006
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I've got one crit: the skidmarks on the track all go parallel to the track, rather than in the race-line direction

Looks nice to me
I like that cart track (I suppose) in the middle of the track


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  #22 (permalink)  
Old 04-10-2006
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well, I'm trying to get away from the distance z-buffer fighting issues that occur with floating geometry such as gran turismo and the like use... my method requires careful mesh editing... the final product I'll make more of an effort to edit the mesh in the pattern of the racing line... the tire tracks will only be existant where the racing line is... but the direction they're travelling is only going to be the direction the track is going... I just gotta try to mask that fact with my mesh editing

if that makes sense

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Old 04-10-2006
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Yeah that makes sense, somewhat


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Old 04-11-2006
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keep in mind tough that on straights that racing line is less visible, because the tyres don't wear out so much there

"His loyalty couldn't be bought at any price, but it could be rented remarkably cheaply"

(click to go to WIP)
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Old 04-11-2006
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Everything is looking very good!

I have one request, though. Could you please show me the UVmap overlayed with the wire of the Mazda?

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Old 04-11-2006
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Quote:
Originally Posted by Tigga
Everything is looking very good!

I have one request, though. Could you please show me the UVmap overlayed with the wire of the Mazda?
due to the car conforming to the "extra-low poly vehicle challenge" guidelines, I'd rather not show that much detail about that car until the contest is over

anyway, yes, I'm aware that the straightways show the tire marks less if any compared to the turns... and that'll be true for the way my track will look too.

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Old 04-12-2006
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Quote:
Originally Posted by multimediaman
due to the car conforming to the "extra-low poly vehicle challenge" guidelines, I'd rather not show that much detail about that car until the contest is over
Awww...

Well, what I'd like to know is how you did the rearlight. Did you do it with polies and mapped these to a texture of the rearlight or did you simply paint it on the carbody texture? It looks like you did it with the second option. I'll have to say good work if you did this because I can imagine what a pain it must be to line up these textures properly.

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Old 05-06-2006
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Well, got a slight change of plans on my demo reel... I've decided to include other items than just environments, so people wouldn't be so scared to hire me if they only somewhat needed environments, but still needed a modeler. I was planning on quite a few environments... race track, industrial construction scene, city street, nature trail, and a warehouse interior... But as I said, that's all environments... I'd rather show a broad array of modeling ...

So with that change, here's one of my non-environmental items, a Maverick M4A1 Carbine, weighing in at 5774 faces. It's fully modeled right now, but once the weapon's optimized for first-person use, that'll go down quite a bit. It's a good first person weapon and/or cutscene weapon as it stands. I am also going to need to make a 3rd person weapon, probably ab out 600 faces or less, as well.

enjoy



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Old 05-06-2006
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looks great !
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  #30 (permalink)  
Old 05-06-2006
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Don't want to sound ignorant, but what exactly is a "demo reel" ? Something like a portfolio ?
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